Use polygon normals for sculpt drawing

Wasn't working correctly since using MLoopTri,
this is improved over 2.75 which only handled tris & quads.
This commit is contained in:
Campbell Barton 2015-07-31 21:04:23 +10:00
parent 31fe49626f
commit 55fead4767
Notes: blender-bot 2023-02-14 08:49:47 +01:00
Referenced by issue #45618, Normals not updated after sculpting
1 changed files with 13 additions and 7 deletions

View File

@ -51,6 +51,7 @@
#include "BKE_ccg.h"
#include "BKE_DerivedMesh.h"
#include "BKE_paint.h"
#include "BKE_mesh.h"
#include "BKE_pbvh.h"
#include "DNA_userdef_types.h"
@ -1275,6 +1276,10 @@ void GPU_update_mesh_pbvh_buffers(
#undef UPDATE_VERTEX
}
else {
/* calculate normal for each polygon only once */
unsigned int mpoly_prev = UINT_MAX;
short no[3];
for (i = 0; i < buffers->face_indices_len; ++i) {
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[i]];
const unsigned int vtri[3] = {
@ -1282,8 +1287,6 @@ void GPU_update_mesh_pbvh_buffers(
buffers->mloop[lt->tri[1]].v,
buffers->mloop[lt->tri[2]].v,
};
float fno[3];
short no[3];
float fmask;
@ -1291,16 +1294,19 @@ void GPU_update_mesh_pbvh_buffers(
continue;
/* Face normal and mask */
normal_tri_v3(fno,
mvert[vtri[0]].co,
mvert[vtri[1]].co,
mvert[vtri[2]].co);
if (lt->poly != mpoly_prev) {
const MPoly *mp = &buffers->mpoly[lt->poly];
float fno[3];
BKE_mesh_calc_poly_normal(mp, &buffers->mloop[mp->loopstart], mvert, fno);
normal_float_to_short_v3(no, fno);
mpoly_prev = lt->poly;
}
if (vmask) {
fmask = (vmask[vtri[0]] +
vmask[vtri[1]] +
vmask[vtri[2]]) / 3.0f;
}
normal_float_to_short_v3(no, fno);
for (j = 0; j < 3; j++) {
const MVert *v = &mvert[vtri[j]];